Dynamite Shikoku
Congratulations, you really deserve it!
I guess that's why IAPs are the rage
I guess that's why IAPs are the rage
Would be cumbersome, indeed.Dude, yes! You in turn got me thinking more about the way I was going to apply my predetermined wind direction/force multipliers to the bird in Unity. The original plan was to use area triggers as my own wind zones, such that when the bird is within its bounds, my basic aerodynamic functions would be influenced by whatever force multipliers I choose for that zone. I was going to manually arrange a number of zones with varying magnitudes so as to "fade" the wind forces when flying between no-, low-, or high-wind zones. ...
What you've read is essentially the finite difference scheme for computing... I never actually considered it until reading those brief thoughts on convection modeling, but I'm positive I could arrange my wind zones as cubes in a 3D grid, write some functions allowing each zone's wind force/direction values to be influenced by a collective sampling of the force/direction values of the 6 (at most) directly adjacent zones, calculate that influence on a fixed timestep, staggering the calculation between groups of non-adjacent zones (i.e. if it were a 2D grid like a chess board, calculate only white zones, then only black zones, then only white, and so forth), play with methods of handling recursive influence for dampening purposes... essentially creating a very basic fluid model and scale the "resolution" of the 3D grid to the target hardware. Could specify certain zones as "wind sources" by not allowing their force/direction values to be influenced by adjacent zones. I also think it'd be fairly easy to create a few zones representing primitive solids by having them place limits on the wind direction values (within specified ranges) for any adjacent, non-static wind zones. Layer those "solid" zones roughly within corresponding world geometry so that wind zones surrounding a large hill or building, for instance, would be forced to flow around it accordingly. ...
The possibilities are endless once a proper model in implemented!... Of course, using heat as a universal upwards force modifier would be great, and I could denote "heat source" zones or groups thereof and base their heat values on any number of calculations like the one you outlined above. ...
I've been messing about in Unity for a couple weeks now and I have to say I'm really liking it, cuts down on "drawing" things and instead lets me focus much more on logic (I'm doing this as a way to keep up on C# programming knowledge while I do SQL work at my job).
My biggest problem so far has been trying to come up with little systems/projects to try and build. There doesn't happen to be a list of good "unity challenges" floating around?
Nice! IIRC, your previous game was made using your own engine? Is that still the case?ok here goes nothing. first ever gif of my new game
ok here goes nothing. first ever gif of my new game
Nice! IIRC, your previous game was made using your own engine? Is that still the case?
Still, looks pretty freakin' good so far man! When it's ready, I'll be watching for it to hit the appropriate shops with my money ripe for the taking.Yes same engine, but very very different graphics
It's still early in development. It's been going really slowly lately and I haven't been getting much work done, so there's not much I can show. But I felt I needed to get something out there and get some reactions before I went insane with built up anxiety over it.
One more gif
Looks fantastic!ok here goes nothing. first ever gif of my new game
ok here goes nothing. first ever gif of my new game
Yes same engine, but very very different graphics
It's still early in development. It's been going really slowly lately and I haven't been getting much work done, so there's not much I can show. But I felt I needed to get something out there and get some reactions before I went insane with built up anxiety over it.
One more gif
Not a list, but the next Ludum Dare is in 23 days. Lots of people use Unity so you'll be in good company. Plus, participants are required to share their code so if you see something interesting you can download the project files and see the scripts for yourself.
That looks great! I'll be on the lookout for this game. By the way, what platform/s do you intend to release it on?
ok here goes nothing. first ever gif of my new game
Thanks. I'm focusing on 3DS for now, then I'll see after its done if bringing it to other platforms makes sense
Sounds good to me. Clive was pretty awesome on iOS, but being able to play it with actual buttons made it godly.Thanks. I'm focusing on 3DS for now, then I'll see after its done if bringing it to other platforms makes sense
Darn... are you sure that took into account a full day of sales though?Looks cool man I'd love to do some 3DS stuff... *sigh*
In other news...
SALES REPORT!!
After putting Chopper Mike back to Tier2, it sold 3 copies!! So, going from free to paid has not increased paid sales!
Darn... are you sure that took into account a full day of sales though?
Oh, of course! I'm just looking to emulate gentle breezes and curvatures in wind direction with a relatively low-resolution grid of zones so that I can play with dynamic wind effects without having to set them all individually, as that would indeed be very cumbersome. I'm happy to settle for linear reactivity among zones as long as it flows around the landscape reasonably, which I believe I can achieve with my solid zones. Not looking for super realistic fluid behavior like generation of turbulence, vortexes, and the like... my zones, acting as individual points of articulation within the "fluid" field, will still be much larger than the bird object I intend for them to affect. Way fewer variables than your intended model, but the end result should be sufficient for my needs.But for real wind there is much more to do.
.Another cool thing is to have (massless) particles transported with the wind.
Damn man, that sure is shiny! What are you using for an engine?Here is the teaser video for our new game. Orbitron: Revolution and shmup fans should be interested.
http://www.youtube.com/watch?v=zWvq60KiRhg
Here is the teaser video for our new game. Orbitron: Revolution and shmup fans should be interested.
http://www.youtube.com/watch?v=zWvq60KiRhg
Here is the teaser video for our new game. Orbitron: Revolution and shmup fans should be interested.
http://www.youtube.com/watch?v=zWvq60KiRhg
Damn man, that sure is shiny! What are you using for an engine?
Ahh, understood! Though you found out about finite differences the other way.Oh, of course! I'm just looking to emulate gentle breezes and curvatures in wind direction with a relatively low-resolution grid of zones so that I can play with dynamic wind effects without having to set them all individually, as that would indeed be very cumbersome. I'm happy to settle for linear reactivity among zones as long as it flows around the landscape reasonably, which I believe I can achieve with my solid zones. Not looking for super realistic fluid behavior like generation of turbulence, vortexes, and the like... my zones, acting as individual points of articulation within the "fluid" field, will still be much larger than the bird object I intend for them to affect. Way fewer variables than your intended model, but the end result should be sufficient for my needs.
Yeah. A few hours ago I had an idea to release particles from the wing tips of... Definitely. I intend to have an arrow rendered in each zone as I'm prototyping my model, pointing in the direction of flow and fading from red to green as force increases. That should allow me to visualize the reactivity and tune my equations as necessary, after which I could implement some particles to help the player identify wind speed and direction.
Inspiring people always inspires me! Let me see your results. Don't keep me... I genuinely can't wait to see where you take your engine, especially in terms of the fluid modelling. Thanks for inspiring me to envision a more basic approach for my needs. I'm excited. Too many ideas.
Glad I'm going to use airplanes! xDPretty sure, yeah! That's a normal amount for a day. Pro-tip: don't make a helicopter time trial game if you want to make big bucks!
Way cool! Seems you will have a tough job in generating good levels, do you?
It seems that each puzzle needs to be touched by hand, or can you use some
sort of algorithmically generated puzzle?
http://www.thewildeternal.com/2013/07/30/sorry-mario-bros/
My touch platforming game Gleamer got approved by Apple today. So it will be out next Thursday 08/08/13.
Congrats! How long did it take you to get the approval?
Visual feedback looks a ton better!Showing off the style points feature where you can whack a mine with the whip for extra power
We redid our sparks, and added some extra particles that remain after you kill an enemy thanks to some comments in this thread, improves the look 10 fold. You can even see the "wolfpack" enemy right at the end, they usually stay away from you and actively hide unless there's 11 or more on screen, then they all come screaming at you.
As seen here :
ok here goes nothing. first ever gif of my new game
Pretty cool. But the screen gets cluttered pretty fast with all the iconsShowing off the style points feature where you can whack a mine with the whip for extra power
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What's the game about?Small progress on Steel Storm Forgotten Prison DLC:
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